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LumiNap

A storyteller puzzle app where kids author their own fairy tales — built and shipped to App Store in one month.

A drag-and-drop edutainment experience for kids aged 6–12, designed to feel trustworthy for the parents and grandparents who actually install it. Built as an MVP to test market fit in a saturated category — competing with well-funded players like Storyteller and Moshi.

RoleLead Product DesignerSole designer
Team1 Product Owner
1 iOS Engineer
Timeline1 month · 20253rd collaboration
StatusLive on App Store iOS · Edutainment
01 — Context

The third project in a recurring partnership.

This was my third project with the same Product Owner — after Night Clock and Sleep Sounds. The strategy: ship multiple MVPs across adjacent verticals, measure traction, then double down on winners. By LumiNap, the working pattern was already in place — same team, same trust, same hand-off standard built on Night Clock three years earlier.

My role wasn't just to design screens — it was to be a design partner who could move fast, own decisions end-to-end, and turn a vague concept into a shippable iOS product within four weeks. The repeat engagement reflected a track record of doing exactly that.

Context mockup
02 — Challenge

Look like the leader. Feel like the alternative.

A defined reference product, a tight one-month timeline, and the need to be visibly different — for users, for the business, and for App Store browsers.

01

A clear reference, a narrow lane

The brief came with a direct reference product — same category, same core mechanics, same atmosphere. The niche itself is small, so feature parity was non-negotiable. The challenge was the inverse of differentiation in a saturated market: how do you stand out when the customer expects familiarity?

02

One month, end to end

Full design cycle in 30 days — discovery, structure, visual system, illustrations, hand-off. Every decision had to earn its place. There was no second pass, no "we'll polish this in v2."

03

Differentiation on three fronts

The product had to feel distinct for three audiences at once: kids (more delightful to use than the reference), paying adults (more trustworthy in App Store previews), and the business (a defensible position, not a clone). Single visual language, three different jobs.

04

Original content, with no content budget

No illustration team, no licensed library. I designed and produced the visual content directly — generating illustrations and story pages through AI, then designed a recurring character (a friendly bear) who guides the user across the entire app. The character was the connective tissue that made the product feel authored, not assembled.

03 — Process

Match the category, design the difference.

Discovery & competitive analysis

I went through every relevant app in the category on the App Store and shortlisted the 2–3 dominant players as primary references. The pattern was tight: similar features, similar onboarding shapes, similar paywall placement. The competitive map told me what I had to match — and where I had room to break the mold.

The bigger insight was that the category had converged. Everyone looked like everyone else. A small distinct visual identity would do more than another feature ever could.

Strategy alignment

Before opening Figma I aligned with the Product Owner on a single question: what's the one thing that makes this product not a clone? The answer settled into a specific direction — same core loop as the leaders, but with an original visual world, a recurring character, and an atmosphere the references don't have. Scope decisions downstream flowed from that.

Visual identity & UI

I chose a night-time atmosphere for the product — soft, low-light, bedtime — because the app is built around bedtime stories. The UI is playful and game-like, designed to put the user in the right mental state the moment they open the app. Warm dark surfaces, soft glows, illustrated environments. Not the bright cartoon aesthetic of most competitors — closer to a nightlight than a toy.

Design system & engineering handover

I built a custom design system specific to this product — components, type, color, illustration patterns — not adapted from a generic kit. Worked closely with the iOS engineer throughout, especially on the animation layer: aligning motion specs, validating feasibility, and in some cases producing animations directly to hand over. The collaboration kept the visual quality at hand-off the same as in design.

Process diagram

Night atmosphere and a recurring bear character — the two design choices the references didn't have.

Process mockup
04 — Key Decisions

Three calls that shaped the product.

Decision 01

A night atmosphere, not a daylight cartoon

The reference products and most competitors live in a bright, daytime, candy-colored visual world. Default for kids' apps. Safe, but indistinguishable in a category lineup.

I made the opposite call: build the product around night-time atmosphere — bedtime story context, low-light palette, soft glows, calm depth. The atmospheric difference is visible in the App Store screenshot before a user reads a single word, and it primes kids for the actual use case (winding down before sleep) instead of fighting it.

When the category converges, atmosphere becomes the differentiator.
UI screen 1
UI screen 2
Decision 02

An AI-produced visual world, anchored by a single character

With no illustration budget and a thirty-day timeline, the standard play would be a generic icon library and stock-feeling backgrounds. That would have killed the differentiation strategy on day one.

I produced the illustrations and story pages directly through AI, then designed a recurring character — a friendly bear — who guides the user across every key surface. The character is the connective tissue: it makes the product feel authored and intentional, not assembled from parts. Cost: low. Perceived production value: high. Brand recall: a face users remember.

Motion showcase

The bear: a single recurring character that gives the product an identity the references don't have.

Decision 03

Design and engineering moving as one, especially on motion

In a one-month timeline, the highest-risk part of the build was motion. Animations carry most of the perceived quality in kids' apps, and they're also where design intent gets lost in translation to code most often.

I worked directly alongside the iOS engineer through the motion layer — aligning specs in real time, prototyping interactions, and in several cases producing the animations myself and handing them over ready to drop in. The result: the shipped app moves the way the design moves. No "close enough" gap between Figma and the build.

On a one-month build, the design isn't done at hand-off. It's done when the engineer ships it the way you drew it.
Story builder screen
Character selection
Decisions mockup
05 — Outcome

Shipped, live, and learning.

  • Shipped to App Store within 30 days — full design and engineering cycle from concept to release.
  • Positive feedback from the Product Owner — stakeholder alignment maintained throughout the project, leading to a fifth collaboration discussion.
  • Early organic reviews from real users and from friends in the design and product community.
  • Quantitative metrics in progress. Kids' apps face additional analytics restrictions on iOS — data is still being collected within the platform's privacy framework.
View LumiNap on App Store
06 — Lessons Learned

What I'm taking forward.

01

Constraints sharpen decisions.

A one-month timeline forces you to answer "what's the one thing this product needs to feel right?". Without that pressure, scope creeps. With it, you ship.

02

Visual modernity is a trust shortcut.

Especially for products targeting older audiences who pay for content their grandkids use. "Modern" reads as "safe" before any feature does.

03

MVP isn't "messy" — it's "focused".

The temptation in MVPs is to cut craft to save time. The opposite often works better: cut scope aggressively, then over-invest in the few interactions users will touch most.

Takeaway

From rough concept to App Store in 30 days.

LumiNap reinforced something I keep coming back to: in MVP work, the designer's job isn't to maximize craft per screen — it's to decide which two or three interactions deserve craft, and ship the rest at "good enough". This project sharpened that instinct, and the trust it built led directly to the next collaboration.

LumiNap — Storyteller Puzzles | Vladyslav Kovalchuk